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  #1  
Old January 29th, 2003, 05:25 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

I suspect the errors Phoenix-D was getting and some others have had may be cause by invalid directories in that SE4Modder creates so I thought I'd provide some details on the what SE4Modder adds to the registry. (currently invalid entries are supposed to be ignored but will not be deleted)

Under the Key Name "HKEY_CURRENT_USER\Software\VB and VBA Program Settings\SE4Viewer"
there will be two sub keys "Settings" and "mods"

The 'Mods' key contains a entry with a value name of "NumMods" which is the number of mods you have opened and entries with the directory of each mod named "Mod 0", "Mod 1" etc

The settings directory will contain a vaule "RootDir" which should be the driectory of the Last mod you viewed.

I'm pretty sure I've tested the program to ignore invalid registy entries but if you find directories that don't exist here it may be the problem (and if so please let me know )
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  #2  
Old January 30th, 2003, 07:03 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

So that's why divide by zero. So it's not actually related to sound? That's a relief. I have little interest in warheads actually, so I should be able to work around this. To answer your question, though it looks like you worked it out, it wasn't just the small anti-proton beam.

EDIT: Ah, yes, I get it now. This shouldn't affect me at all, but of course, it does give you more work. Sorry.

[ January 30, 2003, 05:08: Message edited by: orev_saara ]
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Old January 30th, 2003, 07:24 AM

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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

"Is that the exact message? Or does it say "Unable to create direcotry." (with the typo in directory)"

The typoed Version, sorry.

"This is happening because the program doesn't let you change the base files. Although clearly it should repeat this 20 times. I'm guess you tried to create 20 items"

Figured so. I was only creating 5 items though.

"Yes and no. I think it will create what you expect and work in the game right?? It just doesn't display the way you'd think in the treeview. I guess really the problem here is a question of how should it display? (I'm open to suggestions) The program will try to find a 'base' name for components with Roman numerals by removing any trailing 'I' 'V' or 'X's. If none are found then it will use the Family number so at least they will get grouped together."

Well, not exactly. It sticks the new components at the end of the file. I don't know if it always does this though, since I was just fooling around and recording the errors as I found them.

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Old January 30th, 2003, 01:35 PM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Quote:
Originally posted by Phoenix-D:
"Is that the exact message? Or does it say "Unable to create direcotry." (with the typo in directory)"

The typoed Version, sorry.

Phoenix-D
Well thanks to the typo I can tell that this is occuring when the program tries to create a backup directory. It will try to create a Dirctory called "Data_backup" in the same directory as the data directory. If it is happening on startup it would be trying to do this to the Last mod you viewed. Is there any reason a program would not be able to create a directory on you machine?

Actaully now that I think about it I think someone else had some problems because they had their mods in a directory that was differenct from the usual ...Space Empires 4\ModName\data.

Quote:
Well, not exactly. It sticks the new components at the end of the file. I don't know if it always does this though, since I was just fooling around and recording the errors as I found them.
Yea definatly the order new things go into the Treeview is not necessarily the same as in the data files. I'll have to test it a bit but I think things get saved right in the text file.

[ January 30, 2003, 11:39: Message edited by: DavidG ]
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Old January 30th, 2003, 09:29 PM

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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

"Well thanks to the typo I can tell that this is occuring when the program tries to create a backup directory. It will try to create a Dirctory called "Data_backup" in the same directory as the data directory. If it is happening on startup it would be trying to do this to the Last mod you viewed. Is there any reason a program would not be able to create a directory on you machine?"

Not that I know of.

"Actaully now that I think about it I think someone else had some problems because they had their mods in a directory that was differenct from the usual ...Space Empires 4\ModName\data."

Not this either.

"Yea definatly the order new things go into the Treeview is not necessarily the same as in the data files. I'll have to test it a bit but I think things get saved right in the text file."

The end of the file wasn't the right spot in this case. It was way down from where the first component was.]

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Old February 5th, 2003, 01:56 PM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Just posted a new Version.

This is a very minor update that I mostly posted because of a bug that would crash the program when looking at a warhead.

Re: Phoenix-D's problem with the "Cannot create directory" I still can't figure out this one. the only think I can suggest would be to create a directory called "Data_Backup" in the mod the program is defualting to.

Updates.
- fixed bug that would cause crash when looking at warhead
- Open comand should work now
- Can add 100 ships to a formation
- Create Family function should put things in correct order in txt file.
- Treeview no longer autocloses as this was causeing clicking on the treeview to jump to somthing other than what you clicked on.

[ February 05, 2003, 12:05: Message edited by: DavidG ]
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Old February 6th, 2003, 03:50 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

DavidG
Thanks for a great program!
Could you or someone please tell me what the
"Comp Family Req" is or does?
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